inching towards better class inheritence and multiplayer compatibility
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@ -7,15 +7,15 @@ func calculate_spawn_power(wave_number : int, number_of_players : int) -> int:
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func generate_wave(spawn_power : int, spawn_pool : Array[Enemy]) -> Dictionary:
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var wave = {}
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#var sp_used = 0
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var sp_used = 0
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var enemy_types = randi_range(1, 5)
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var enemy_choices = spawn_pool.duplicate()
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var sp_allotment = spawn_power / enemy_types
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var sp_allotment = floori(spawn_power / enemy_types)
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for x in enemy_types:
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var choice = enemy_choices.pick_random()
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enemy_choices.erase(choice)
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if sp_allotment / choice.spawn_power > 0:
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wave[Data.enemies.find(choice)] = sp_allotment / choice.spawn_power
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#sp_used += wave[choice] * choice.spawn_power
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#print("tried to generate wave with " + str(spawn_power) + " spawn power, used " + str(sp_used))
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sp_used += wave[Data.enemies.find(choice)] * choice.spawn_power
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print("tried to generate wave with " + str(spawn_power) + " spawn power, used " + str(sp_used))
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return wave
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